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DynDOLOD 3.00 Alpha 173


sheson

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53 minutes ago, SkyKatarsis said:

Mesh and texture from this little mod (there are only 4 trees, that's Moist_ReachTree02) - https://www.nexusmods.com/skyrimspecialedition/mods/99083

I have a really simple request that is easy to do, third time's a charm:
Upload the full model NIF and the full textures from your load order that shows black in your TexGen preview.

 

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I have read alot and still cannot understand exactly where I put DynDOLOD Resources SE, DynDOLOD Scripts, and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640. Do these mods need to be loaded with the highest priority, at the bottom, or does it not matter? Also, is the order I listed the three mods correct? Lastly, If there is a specific patch for another mod related to DynDOLOD like R's Windmill - DynDOLOD patch, where should that be loaded? Thanks, sorry I couldn't find this info, I tried. 

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42 minutes ago, nuvoromo said:

I have read alot and still cannot understand exactly where I put DynDOLOD Resources SE, DynDOLOD Scripts, and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640. Do these mods need to be loaded with the highest priority, at the bottom, or does it not matter? Also, is the order I listed the three mods correct? Lastly, If there is a specific patch for another mod related to DynDOLOD like R's Windmill - DynDOLOD patch, where should that be loaded? Thanks, sorry I couldn't find this info, I tried. 

https://dyndolod.info/Installation-Instructions
Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations.
Install DynDOLOD DLL (overwrite DynDOLOD Resources with the DynDOLOD DLL Scripts)

The actual DynDOLOD.DLL should not have conflicts, obviously

https://www.nexusmods.com/skyrimspecialedition/mods/33082 R's Windmill - DynDOLOD patch specifically instructs to overwrite DynDOLOD Resources SE:
Installing this mod is extremely easy, download and install it with you preferred mod manager and place the archive just after DynDOLOD Resources SE.

https://dyndolod.info/Help/Load-Overwrite-Orders
Unambiguous terms are loading before or after, lower or higher priority, something overwrites something else. Something loading after replaces something loading before it. Something having a higher priority means it loads after something with lower priority. Something overwriting something else is the most clear expression to convey what is winning a conflict.
Ambiguous terms like top or bottom are always confusing and became meaningless with mod managers that allow sorting of lists by ascending or descending by different options. These ambiguous terms should never be used by anyone, especially guides and explanations.

 

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DBM MuseumBuilding went missing while I loaded dyndolod, I checked DynDOLOD_SSE_log there are several relevant lines as follows:

[00:37] <Warning: File not found textures\odyssey\od1\balfiera\niko\pantheons\aedricseries\y'ffre\stainedglass\esoy'ffrestainedglass_n.dds. Used by Meshes\dbm resources\architecture\newmuseum\museumexterior.nif LegacyoftheDragonborn.esm DBM_MuseumBuilding [STAT:108D4B2F]>
[00:39] <Warning: Root block is NiNode in Meshes\dbm resources\architecture\museum.nif LegacyoftheDragonborn.esm DBMOldMuseum [STAT:1013D92C]>
[00:39] <Warning: Filename textures\architecture\solitude\sstonestep01.dds does not adhere to file naming conventions. Used by Meshes\dbm resources\architecture\museum.nif LegacyoftheDragonborn.esm DBMOldMuseum [STAT:1013D92C]>


but I had yet no clue how to fix it, any suggestions will be appreciated

Skyrim-Special-Edition-2023_11_11-2_18_32.jpg

Edited by omronhe
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2 hours ago, omronhe said:

DBM MuseumBuilding went missing while I loaded dyndolod, I checked DynDOLOD_SSE_log there are several relevant lines as follows:

[00:37] <Warning: File not found textures\odyssey\od1\balfiera\niko\pantheons\aedricseries\y'ffre\stainedglass\esoy'ffrestainedglass_n.dds. Used by Meshes\dbm resources\architecture\newmuseum\museumexterior.nif LegacyoftheDragonborn.esm DBM_MuseumBuilding [STAT:108D4B2F]>
[00:39] <Warning: Root block is NiNode in Meshes\dbm resources\architecture\museum.nif LegacyoftheDragonborn.esm DBMOldMuseum [STAT:1013D92C]>
[00:39] <Warning: Filename textures\architecture\solitude\sstonestep01.dds does not adhere to file naming conventions. Used by Meshes\dbm resources\architecture\museum.nif LegacyoftheDragonborn.esm DBMOldMuseum [STAT:1013D92C]>


but I had yet no clue how to fix it, any suggestions will be appreciated

Skyrim-Special-Edition-2023_11_11-2_18_32.jpg

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the missing full model with more informative console.

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Hi, I recently tried generating  DynDOLOD, and DynDOLOD seems to crash without a bug report before prompting that generation is complete and should the 3 plugins be generated.  Looking at the output folder, all the loose files appear to be there.  The logs that I happen to have (https://drive.google.com/drive/folders/18Hw-2mZiFWUgP4rL76fVupr-6SWAAqJe?usp=sharing) are from the previous run of DynDOLOD where future progress was halted because DynDOLOD detected an enabled plugin with a certain error that should be fixed.

Log files like bugreport.txt weren't generated.  Any ideas?

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9 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the missing full model with more informative console.

here is the screenshot without dyndolod,

Skyrim-Special-Edition-2023_11_11-14_18_15.thumb.jpg.4fde5b984413b4f4778b99027a212aef.jpg

and the logs

https://drive.google.com/file/d/1aDeet7--_6MzM5XPW0myL91WB31Czohl/view?usp=sharing

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2 hours ago, fractalbase said:

Hi, I recently tried generating  DynDOLOD, and DynDOLOD seems to crash without a bug report before prompting that generation is complete and should the 3 plugins be generated.  Looking at the output folder, all the loose files appear to be there.  The logs that I happen to have (https://drive.google.com/drive/folders/18Hw-2mZiFWUgP4rL76fVupr-6SWAAqJe?usp=sharing) are from the previous run of DynDOLOD where future progress was halted because DynDOLOD detected an enabled plugin with a certain error that should be fixed.

Log files like bugreport.txt weren't generated.  Any ideas?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logs and to check the windows event log in case the program is being terminated by the OS before it can write its logs.

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5 hours ago, omronhe said:

 

here is the screenshot without dyndolod,

Skyrim-Special-Edition-2023_11_11-14_18_15.thumb.jpg.4fde5b984413b4f4778b99027a212aef.jpg

and the logs

https://drive.google.com/file/d/1aDeet7--_6MzM5XPW0myL91WB31Czohl/view?usp=sharing

When using the Advanced/Expert mode, make sure to click Medium (or Low, High) to load the mesh mask / reference rules for LOTD.

When you scroll down the rules you should see 3 rules with the plugin name, the first one should be legacyofthedragonborn.esm;0076B865 that sets all LOD levels and Grid to None.

Generating the LOD patch with the rules in place, you should then see the museum in the Tamriel worldspace, too.

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>  Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logs

will do.

> and to check the windows event log in case the program is being terminated by the OS before it can write its logs.

found a weird windows app log error:

Faulting application name: DynDOLODx64.exe, version: 3.0.0.156, time stamp: 0x654bc75a
Faulting module name: TAGTUN~2.DLL, version: 1.0.61187.35881, time stamp: 0x4ed3cb33
Exception code: 0xc0000005
Fault offset: 0x000000000000ff58
Faulting process id: 0x0x12CAC
Faulting application start time: 0x0x1DA145B5B161450
Faulting application path: D:\Tools\DynDOLOD\DynDOLODx64.exe
Faulting module path: C:\PROGRA~2\TagTuner\TAGTUN~2.DLL
Report Id: e12fb842-5744-43ad-8517-63016529a1c1
Faulting package full name: 
Faulting package-relative application ID: 

unfortunately I have no idea why dyndolod exe would somehow interact  with a dll for a mp3 tag editing utility.  I have Dyndolod located on my D:\Tools drive/folder, and tag tuner 2 is located in C:\Program Files (x86)\  --> any suggestions from that info?

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Hi,

First of all, I'm back to Skyrim and it's amazing to see how DynDOLOD/TexGen has improved over the years!

I encountered a behavior I couldn't explain: https://imgur.com/a/rc5ClF5 (first picture taken with the tfc command)
Some buildings, here in Solitude, have both their lod and full model loaded. You can see it on the pic as I set the LOD atlas resolution to 16x16.
Also "tll" command effectively disable lod for the building.

It looks like a Large Reference Bug, but only affecting some buildings in the cell (for example, for the blue palace, the full model is used without the bug).

I did the test without any other plugins. Disabling DynDOLOD esm and esp solved the problem.
Only "Object Lod" was checked for the generation (no parent > child or other options)

I think it's usually hard to see as in this case, both lod and full model use the same low poly mesh in vanilla Skyrim, but when using regular one (like in the second pic) it's more noticeable.

I will continue my testing to see if I can isolate the root cause.

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1 hour ago, fractalbase said:

>  Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logs

will do.

> and to check the windows event log in case the program is being terminated by the OS before it can write its logs.

found a weird windows app log error:

Faulting application name: DynDOLODx64.exe, version: 3.0.0.156, time stamp: 0x654bc75a
Faulting module name: TAGTUN~2.DLL, version: 1.0.61187.35881, time stamp: 0x4ed3cb33
Exception code: 0xc0000005
Fault offset: 0x000000000000ff58
Faulting process id: 0x0x12CAC
Faulting application start time: 0x0x1DA145B5B161450
Faulting application path: D:\Tools\DynDOLOD\DynDOLODx64.exe
Faulting module path: C:\PROGRA~2\TagTuner\TAGTUN~2.DLL
Report Id: e12fb842-5744-43ad-8517-63016529a1c1
Faulting package full name: 
Faulting package-relative application ID: 

unfortunately I have no idea why dyndolod exe would somehow interact  with a dll for a mp3 tag editing utility.  I have Dyndolod located on my D:\Tools drive/folder, and tag tuner 2 is located in C:\Program Files (x86)\  --> any suggestions from that info?

Why do you believe it is DynDOLOD interacting with TagTuner and not the other way around?
This might be a memory issue.
Is this repeatable? If that is the case, do not run TagTuner or any related background services/processes.

See https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker and https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

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41 minutes ago, Abendaron said:

Hi,

First of all, I'm back to Skyrim and it's amazing to see how DynDOLOD/TexGen has improved over the years!

I encountered a behavior I couldn't explain: https://imgur.com/a/rc5ClF5 (first picture taken with the tfc command)
Some buildings, here in Solitude, have both their lod and full model loaded. You can see it on the pic as I set the LOD atlas resolution to 16x16.
Also "tll" command effectively disable lod for the building.

It looks like a Large Reference Bug, but only affecting some buildings in the cell (for example, for the blue palace, the full model is used without the bug).

I did the test without any other plugins. Disabling DynDOLOD esm and esp solved the problem.
Only "Object Lod" was checked for the generation (no parent > child or other options)

I think it's usually hard to see as in this case, both lod and full model use the same low poly mesh in vanilla Skyrim, but when using regular one (like in the second pic) it's more noticeable.

I will continue my testing to see if I can isolate the root cause.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker and https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

DynDOLOD plugins typically do not trigger large reference bugs, but fixes them if possible. However for that to work fully, dynamic LOD needs to be generated. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

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